Posted
by
Soulskill
on Tuesday November 13, 2012 @03:36PM
from the hopefully-nature-isn't-a-stickler-for-copyright dept.

Nwe submitter arrow3D writes "A new startup in Norway is focused on design and fabrication at the level and quality of nature. Using pure mathematical volumes, rather than surfaces or voxels, they are developing a new generation of 3D modelling tools specifically aimed at high resolution 3D printing, to 'support the future of design and manufacturing.' Their software was recently used to create the multi-material Minotaur Helmet by Neri Oxman from MIT, as featured in Wired UK last month. An interesting thought (as recently illustrated in Dilbert) is the idea of a Physical Turing Test for synthetic objects and that both Turing Tests may require each other — i.e. only by designing and building at the resolution of nature can we achieve the intelligence of natural objects. Their software platform is still very much under development but they've started trying to
'save the world from polygons' with a KickStarter campaign that's live now."

CG artists and designers know very well the limitations and tediousness of modeling with polygons. Mesh models tend to have all kinds of problems such as cracks, holes and self-intersections. This is due to a disconnect between the real world being represented and the modeling software's attempts to represent real, volumetric, complex and “messy” objects by only surfaces.

The attack on polygons is rather unwarranted. True, surfaces are only able to visually represent an actual solid object, but then again for most visual media that's all you need them to do. Ever been on a movie set? The walls are thin wood supported by flimsy frames. Floors are painted on. Props and set pieces are often foam. Materials are cheap, lightweight, and easy to handle. There's no way any of that would work for an actual building, but again, it doesn't need to. It just needs to look like it could work.

Printing real world objects will need to account for much more than simply surfaces, much as a real structure requires more design and construction than a movie set. Developing procedurally generated materials and processes is an important step in making that happen. This goal of this project is to do just that.